collect all texture data and give it to the shader later,
solid color works, texture crash
This commit is contained in:
parent
9c7691df85
commit
e5490b9451
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@ -5,6 +5,7 @@
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#include <glm\glm.hpp>
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#include <vector>
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#include "Object.h"
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#include "Texture.h"
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#define VERTEX_INDEX_XYZ 0
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#define VERTEX_INDEX_UV 1
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@ -23,6 +24,13 @@ struct Vertex {
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GLfloat uv[2];
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};
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struct textureData {
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bool alpha;
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std::uint32_t width;
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std::uint32_t height;
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const GLvoid* data;
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};
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class OpenGLController
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{
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////////////////////////////////////////////////////////////////////////////////////////////
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@ -65,6 +73,7 @@ private:
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// data
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std::vector<Modl*> vModels;
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std::vector<textureData*> vTextures;
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// transformation =========================
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//values
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@ -41,6 +41,13 @@ OpenGLController::~OpenGLController()
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delete cursor->vertex;
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delete cursor;
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}
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while (!vTextures.empty())
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{
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textureData* cursor = vTextures.back();
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vTextures.pop_back();
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delete cursor;
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}
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}
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@ -104,8 +111,13 @@ void OpenGLController::processInit()
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exit(1);
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}
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// get some shader IDs
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gluiMatrixID = glGetUniformLocation(gluiShaderPrgmID, "MVP");
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gluiSamplerID = glGetUniformLocation(gluiShaderPrgmID, "textureSampler");
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// generate texture
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glGenTextures(1, &gluiTextureID);
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glBindTexture(GL_TEXTURE_2D, gluiTextureID);
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}
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void OpenGLController::startGLFW()
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@ -266,7 +278,7 @@ void OpenGLController::updateScene()
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void OpenGLController::loadMsh(const char * path)
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{
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// get data
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// get all models
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try
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{
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Object obj(path);
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@ -278,55 +290,9 @@ void OpenGLController::loadMsh(const char * path)
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exit(1);
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}
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glGenTextures(1, &gluiTextureID);
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glBindTexture(GL_TEXTURE_2D, gluiTextureID);
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try
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{
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////TODO: for all
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if (vModels.front()->texture == "")
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throw std::invalid_argument("no texture name");
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std::string tempPath = path;
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while (tempPath.back() != '/' && tempPath.back() != '\\')
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tempPath.pop_back();
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TextureTGA tempTex(std::string(tempPath + vModels.front()->texture).c_str());
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glTexImage2D(GL_TEXTURE_2D,
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0,
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tempTex.hasAlpha() ? GL_RGBA : GL_RGB,
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tempTex.getWidth(),
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tempTex.getHeight(),
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0, tempTex.hasAlpha() ? GL_BGRA : GL_BGR,
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GL_UNSIGNED_BYTE,
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tempTex.getData().data()
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);
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}
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catch (std::invalid_argument e)
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{
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GLubyte solidColor[4] = { 255, 0, 0, 255};
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGBA,
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1,
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1,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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(const GLvoid*)solidColor
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);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glGenerateMipmap(GL_TEXTURE_2D);
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////TODO: for all
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// collect vertex data of all models
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std::vector<Vertex> tempBufferData;
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for (auto& it : vModels)
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{
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for (unsigned int i = 0; i < it->meshSize; i++)
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@ -351,6 +317,7 @@ void OpenGLController::loadMsh(const char * path)
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}
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}
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// fill the buffer
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glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID);
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glBufferData(
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GL_ARRAY_BUFFER,
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@ -360,4 +327,59 @@ void OpenGLController::loadMsh(const char * path)
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);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// get textures
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for (auto& it : vModels)
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{
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textureData* tempData = new textureData;
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try
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{
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if (it->texture == "")
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throw std::invalid_argument("no texture name");
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std::string tempPath = path;
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while (tempPath.back() != '/' && tempPath.back() != '\\')
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tempPath.pop_back();
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TextureTGA tempTex(std::string(tempPath + vModels.front()->texture).c_str());
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tempData->alpha = tempTex.hasAlpha();
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tempData->width = tempTex.getWidth();
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tempData->height = tempTex.getHeight();
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tempData->data = tempTex.getData().data();
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}
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catch (std::invalid_argument e)
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{
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GLubyte solidColor[4] = { 0, 0, 255, 255 };
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tempData->alpha = true;
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tempData->width = 1;
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tempData->height = 1;
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tempData->data = (const GLvoid*)solidColor;
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}
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vTextures.push_back(tempData);
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}
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glTexImage2D(GL_TEXTURE_2D,
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0,
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vTextures.front()->alpha ? GL_RGBA : GL_RGB,
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vTextures.front()->width,
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vTextures.front()->height,
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0,
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vTextures.front()->alpha ? GL_BGRA : GL_BGR,
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GL_UNSIGNED_BYTE,
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vTextures.front()->data
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);
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// set some texture parameters
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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